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Knowledge (engineering) DC 40
Holy what? I should have waited to play this after I was higher level.
Knowledge (Engineering): 1d20 + 12 ⇒ (12) + 12 = 24 (yep, nope, no amount of bonuses are going to get that to 40)
"It's okay, Tig-Zero, save your nanites for... Primary and Secondary Units. These are just Tertiary Units. Maintenance Unit Shorty has a subroutine just for this! Here..."
Barth takes out a pearlescent wand and hands it to the gnome.
"...this thermo-hyper-suture-applicator should do the trick!"

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Know. Planes 1d20 + 9 ⇒ (2) + 9 = 11
Tess was still struggling to concentrate in this place. Her usually quick wit and clever memory was definitely failing her. "Sorry. Primary Unit Tess hasn't been more helpful."

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"Well, let's search this place and then move on, I've never met a Sallymanda."
Harmonious will get to searching for stuff and gathering it up in a pile on the floor in the middle of the floor.
perception Taking 20: 20 + 7 = 27

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know engineering: 1d20 + 19 ⇒ (19) + 19 = 38
"I'll try the wand."
Whats the wand of?
Dimble turns to Harmonius.
"I've never met one either. It will be interesting!

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I'll use Timely Inspiration on Dimble's Roll. . .except I can't because they both grant a Competence bonus! Well, we got pretty close but DC 40 is pretty ridiculous.
"It might be a wand of curing, I also have my Sin Stick, they say this infernal healin' stuff is bad but I mean even Saranrae worked with Asmodeus from time to time, so it can't be that bad."

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Psycho Mantis shakes his head at the mention of Asmodeus.
"I would not have the magic of...that Prince of Lies...touch me...he does not give...without taking something...in time...."
While it's in-character that he wouldn't take IH, out-of-character I have never willingly been the subject of it on any character, and don't feel like starting.

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I'll make sure I don't use it on you. . .unless its that or. . .dire certain death? :)
"Ah well, no worries, maybe his is the less uhhhhh. . . tainted type"

GM "The Fox" |

@ Harmonius: You don't find anything else of value, other than what I've already described.
Are you guys healing the azers? Do I understand correctly that you are going to ask the Society to help them? What would you like to do with them until then?—They would like to meet you back at the elevator.

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"Once the azers are healed, if they promise not to cause any more trouble, we can leave them here. We will pick them up on our way out."

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"I think they'll be fine, lets go ahead and get outta here"
Harmonious will skip about this room toward the exit, maybe running up the heaps of scrap and jumping off them to reach the doors which seem on the balcony.
Perform Dance in place of Acrobatics: 1d20 + 16 ⇒ (9) + 16 = 25

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Psycho Mantis begins hovering forward, away from the group.
"Decide...what you will...decide...I do not care...we must...continue...."
His voice has a slight tone of annoyance. He dislikes thinking of these lesser creatures any longer than necessary.

GM "The Fox" |

@ Barth: Roll for yourself. The azers are each at –3 or –4 (after Harmonius used infernal healing on the one). We can do average healing for them, so one charge each. But I would prefer you roll for your own healing. Thanks.
The azers will wait behind. They will meet you back at the elevator. You can pick them up on your way out. "Don't forget about the trap I told you about! It's in the octagonal room—don't enter until you have disabled it. It is very deadly."
The double doors open to an open walkway. This 120-foot-long skymetal bridge slopes gently downward, spanning the void between the storage chamber and the Forge core. The bridge has been haphazardly repaired and creaks under any weight.

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I just remembered I'm an Aasimar and have Cold Resistance 5, would that be enough to protect me from the Battery's effects? Also how much does it weigh. . .

GM "The Fox" |
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@ Harmonius: Sure. It would only be 1d6 nonlethal cold anyway, and the effects are only 1/hour. So, I'd rather just not worry about it. :)
It weighs 1 pound. (I realize that might be the scariest part for you.)

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"I'll hold onto this but. . .its pretty heavy. Maybe we can use it deeper inside, it might suck some of the hot air outta this Jezl guy or whatever his name was."
Harmonious will tuck the battery brick into a pocket.

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"mabye we can get it later. Its really a great find. I wouldn't want to leave it behind."
know engineering: 1d20 + 17 ⇒ (11) + 17 = 28
Dimble bends down and taps on the bridge.
*metallic tap tap**
"its fine to go across"

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"Let's do it then. Watch out for that trap they warned us about. Sounds like a real doozy," she smiles, as she follows the others ahead.

GM "The Fox" |
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Who wants to open some doors? :) I'll save you some trouble...you take 20 on Perception and don't see any traps on the outside of the door.

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Lol Tess isn't volunteering to open anything. One of the more skillful draws that shirt straw!

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"Haha stand back! I'm not afraid of a door"
Harmonious will slap that door-open-pad-thing.
I'm pretty confident I'm getting punched off this ledge by something

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Charge #14 on himself: 1d8 + 1 ⇒ (5) + 1 = 6 (Charges 15-18 on Azers)
Barth catches up to the group.
"Heya, Dimble? You seem pretty knowledgeable about technology. How skilled are you at disarming security systems?"
If your Disable Device is higher than +14, I'll just aid your check. Even if I roll a 1, you still get +2 from me.

GM "The Fox" |

...Barth notices a series of nozzles built into the ceiling set to spray some chemical. It looks like they are rigged to go off 1 round after the motion sensors detect someone entering the room.

GM "The Fox" |

It is a fire extinguisher. :)
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
You can see why the azers described it as a particularly deadly trap.
Edit: You believe that anyone setting off the trap might be sickened by the poisonous chemicals in the flame retardant.

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Barth presses the door pad, and after the door whizzes open he puts his magnetic boot along the track to keep it from shutting. (though I'm totally imagining the scene where Barf has the statue dropped on his foot!)
Barth tries to see any obvious exits or identify anything else in the room from his position.
"Heya, Tig-Zero. This fire suppression system you got here. Does it only trigger when there's fire? I see it's hooked up to some motion detectors as well. Is there like an off switch?"

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"I can try to aid you Barth on disabling this trap, but I'm none too good at it yet."
I am +6 to disable device so I can try to aid another on it but I don't have the technologist feat or an e-pick or nothing.

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"I can try to aid you Barth on disabling this trap, but I'm none too good at it yet."
I am +6 to disable device so I can try to aid another on it but I don't have the technologist feat or an e-pick or nothing.
In order to Aid Another you must be capable of attempting the check yourself, so since you don't have Technologist I don't think you can Aid in this case.
"Sure thing! All you gotta do is stand in the center of the room while we all watch what happens..."

GM "The Fox" |

Tig-0 walks over behind Barth and Harmonius. "This fire safety room is improperly configured. Maintenance unit Barth, maintenance unit Blondy: new command protocol; begin subroutine: reconfigure fire safety room to standard operational specifications; priority: ONE; end subroutine." (SFX)

GM "The Fox" |

Yeah, Nefreet is correct. You cannot aid unless you have Technologist. You can still use gallant inspiration.

GM "The Fox" |

Barth understands with his Knowledge check that having Tig-0 trigger the trap is insufficient. The trap will reset automatically after being triggered.

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Whoa! Lots of posts. Been a busy day, sorry!
Psycho Mantis hovers closer, running a gloved hand lightly over the fire extinguisher as he inspects it.
"Interesting...perhaps this device...will help us defeat this salamander...."
His fingers tap against the canister, and he finally flicks one against it, eliciting an impudent clink.
"This trap...was ad hoc...improvised...whoever we face...is resourceful...."
Note to self: put point(s) in appraise so I can use the psychometry occult skill unlock. I totally would have used it here D:

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Taking a step back and peeking over the debris, Barth whimpers.
"So... uh... Dimble...?"
Oh, drat, right. Tig wants *us* to do it.
"Keep the door open, Harmonius!" Barth holds his breath and enters the room, heading towards a likely junction that could use some sabotage. I imagine I can't Take 10 while the trap is actually going off.
Disable Device: 1d20 + 14 ⇒ (14) + 14 = 28
W00t!

GM "The Fox" |
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@ Psycho: I'm sorry, I gave the wrong impression. The fire extinguisher here is built into the walls. The chemicals are mixed in mixing containers built into the structure. These are not portable fire extinguishers like we are used to seeing.
With some deft and clever work, Barth is able to disable the trap, making it safe to pass.
Well done.
Tig-0 surveys the work. "Subroutine complete. Proceed to Forge core control room. Priority: ONE."

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"Well, those azers will be impressed we made it past the trap all right! I hope they don't get into any trouble back there," Tess whispers, wondering if here will be more melted rooms when they return.

GM "The Fox" |

A door from the north is the only ground-level entrance to this fifty-foot-tall chamber. The floor slopes slightly downward to the south, scored by channels that run from a wide, shallow pit to six slate-gray rings that hang like portholes along the room’s curved northern wall. From the center of the pit rises a short skymetal dais supporting a gigantic, freestanding elliptical ring. The six rings on the wall bristle with haphazard augmentations—wires, parts harvested from robots, and sundry other components. To the west, a console covered in buttons, switches, and flashing lights hums with power (SFX) on a small platform, and two smaller panels glow on the wall behind it.
Tig-0 walks into the room and inspects the small portals. "These portals have been inappropriately overpowered. If activated in this state, the portals have a 93% chance of exploding. All maintenance units: New command protocol: priority: ONE. Begin new command subroutine: stabilize Forge core portals. Tig-0 will interface with Forge core control console. End subroutine." (SFX)
Tig-0 then begins operating the dilapidated computer terminal. (SFX)
Here are some of the things you can do to "stabilize" the portals. If you have other ideas, feel free to try them, and I will rule as best I can. Barth and Dimble get +10 to all of their checks for having the Technologist feat. Some of these checks will have negative repercussions if you fail by 5 or more. You may aid another on any of these checks. Please move your figure to whichever portal you are working on, and indicate its number in your description of what you are doing, so I may track it.
- Dexterity or Disable Device: The wires and other components wrapped around the portal rings act as conductors, augmenting the interplanar connection. Using an e-pick (Technology Guide 43) grants a PC attempting this check a +5 bonus.
- Knowledge (engineering) or Survival: Protective power dampeners have been removed from the portals. A successful check lets a character find replacement parts among the scrap here and jury-rig them to dampen the portal’s power.
- Knowledge (planes) or Spellcraft: Jethzerai has scrawled runes around the circumference of each small portal, causing the machines to summon more intense flames than normal. Identifying the key runes and marring them safely requires a successful check.
- Strength or Use Magic Device: Large power cells have been snugly integrated into each portal’s design and locked in place with magical adhesives of Jethzerai’s design. Wriggling a battery out of its socket requires strength and patience; with a successful Strength check, a PC pulls the battery free after a few minutes of applied force. Alternatively, with a successful Use Magic Device check, a PC can deduce the various command words that disable the magical adhesives. It is also possible to destroy the battery (hardness 8, 20 hp).
Each action will take a number of minutes, so we need to go in turns. I will keep track of how long the actions take (aiding another takes the same amount of time as making a check alone, though if the result is high enough, it may reduce the time). In the first minute, everyone may act. Tell me what you are doing (including the portal number), and roll your checks as appropriate. :)
Minute 1